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Dagwood

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Everything posted by Dagwood

  1. Dagwood

    Why do you push?

    Because lots of people will logout if an encounter isn't going favorably. Rushing can sometimes score you an easy kill on a logout corpse. Had a guy yesterday pump a clip of 5.56 into my chest-helmet when I topped the ladder in a tek building in electro. He was lying down on the roof and I had no idea he had been there. I climb down and bandage. Try to talk for 2 minutes, climb back up and he's logged off. If I had rushed up instead of weighing my options I would have killed him. Rushing is a legitimate strategy in cqb at the moment. On a side note, I think your character saying goodbye at an audible volume when you log out would help balance things. Most of the players I try to trap inside of buildings end up logging out before I breach. Pretty shitty gameplay =\
  2. Dagwood

    Tulga...oh sweet Tulga

    There's a nice hill top to the west of the construction site in the south east that has a nice view of the north. Not well sheltered but nice for taking a site seeing break
  3. Please explain to me how equally increasing the width of both the target and the rangefinder with an increased FOV makes the acog "bullshit" Do you understand why the PSO doesn't work with increased FOV or are you just angrily babbling on about something you heard someone else say?
  4. Nah I zero to 100 meters and leave it there. Then do the shoulder draping bit, then take that vertical line-horizontal line intersection (makes a nice cross hair) and then put said cross hair center mass for the first shot. From where that shot lands on their torso you can quickly adjust for follow up shots
  5. You should try using the rangefinder on the acog. That's why it's there
  6. Please make adjustments from too hard toward the desired level of difficulty. What do I mean by this? Here's an example: Let's say we're talking about balancing the amount of good that spawns in the loot tables (as is being discussed in another thread). Where we are now in terms of food scarcity is that it isn't scarce enough to add to the games difficulty/challenge. This means that to improve gameplay the amount of food available needs to decrease. Clear enough so far? What I fear is that the devs will make small, incremental changes in spawn rates until they reach a level that has the desired effect on gameplay. In other words, they are going to undershoot with their adjustments until they reach their sweet spot. FOR DAYZ THIS IS NOT THE RIGHT STRATEGY When a game is too easy, people stop playing it because it is not challenging (ie entertaining) anymore. When a game is too hard, people go to the internet to learn from others, or they persevere until they succeed. When the devs made increases in difficulty in the mod, people would bitch and moan about it being broken and unfair, and then they would read/learn how to adapt to the changes, and then surviving was too easy again. Imagine the forum full of, "please help, can't survive first 5 minutes" or, "dayz is too hard: why H1Z1 is a better experience" threads instead of "wtf do I do now" or "game is boring without KOS" threads. TLDR; I think people quitting dayz because it is too hard is a much better niche for this game than people quitting because it is too easy. And yes, (insert alpha caveat here). I am making this post in preparation for later stages in the development process. As the community of a game with a reputation for being hardcore, we should be ashamed at how much whining goes on about fun v.s. Challenge. If we want the devs to crank up the difficulty, we need to start asking for it now before it's too late.
  7. Ok, obviously the game is not balanced or even attempting to be balanced at the moment. And obviously balancing will need to happen further on in the development process. That's not what I am trying to discuss/lead into discussion. Let's stick with the food scarcity problem to be consistent. Right now, there is too much food. There is enough food on the map to bring every player up to energized from the brink of death every restart. When loot respawning is implemented, I'm sure the amount of food and drink will be just as over-abundant. This is an example of a mechanic that needs to be balanced. When we get to the point in the development process where balancing occurs, I hope that the developers do it so drastically that at first it feels impossible to survive. Please, seriously process that for a moment. The more likely occurrence is that the developers will make an adjustment, slightly increasing the difficulty, only to be rewarded with bitching and moaning from the community. This will happen every time they make an adjustment; no matter how dramatic the increase in difficulty. If they take this gradual approach, the game will never be the anti-game a lot of us signed up for. Does that make any sense? Make the game really fucking hard, and if it is so hard that we can't figure out how to survive, THEN make balancing adjustments to relieve the pressure. Don't hold our hand up the difficulty ladder with us kicking and screaming the whole time. Give us a real challenge and if we aren't crafty enough to adapt, then you can save us. Please tell me someone understood that
  8. Namalsk blown up to the size of taviana or even sahrani would be the next step. Same base game with a more difficult environment to survive in, combined with even more military spawns. It changes the game a lot when high powered scoped rifles are easy to come by but a hatchet or some matches is a godsend. If you like the pvp-kill to survive aspect of dayz, namalsk is your dream map
  9. Dagwood

    The Object

    It is the dark object!!
  10. Dagwood

    Why do you play DayZ?

    The unpredictability. In the mod, every encounter with a random survivor was different from the last. Player interactions in the standalone have become stagnant and overly consistent. I just can't understand the players that will spend an entire afternoon server hopping and duping just so they can log 30 minutes of corner peeking pvp in berezino. Other games do tactical pvp so much better than dayz, yet the majority of this community plays dayz exclusively for the fps pvp element.
  11. Dagwood

    How to I put a burlap sack over someone's head?

    ^^ I haven't had the guts/opportunity to attempt it yet, but I would imagine that it's a scrollwheel function like he said.
  12. Dagwood

    How to I put a burlap sack over someone's head?

    Kudos to you for trying to take advantage of the sack over the head feature. I recently decided to try to always keep a rope and a burlap sack in my inventory so I can make a courier bag for friendly fresh spawns or tie and crown less friendly survivors. I can only imagine the frustration of being knocked unconscious after attacking someone to wake up with a bag over my head. In hardcore servers, does the bag block your vision or is it like 3pp where it just appears as though the survivor's vision is blocked?
  13. In the mod, Zub castle (just south of Vshnoye) was my group's usual meeting spot. It was off of the coast, easy to see, and not too far away from the mod's southern coast spawns. In the SA, towns like dubrovka, Polana, gorka, and miglioevka(?) make good rendezvous points for fresh spawns. With spawns shifting north in experimental, miglioevka and Polana may be replaced with chernya Polana and krasnostav.
  14. Dagwood

    AKM.

    Made a decision last night to get my hands on an M4 and survive with it through the duration of the next stable patch. Why? Because the M4 will only spawn at heli crashes and server hoppers will have to start duping the new military weapon spawn: the AKM. M4 will become pretty uncommon and AKM will be everywhere. Went to balota on a full server and got a fully kitted M4, engraved 1911 with mags for both, and various survival gear. Why? Because the M4 is a precision weapon with greater versatility than any other weapon in the game. As such, it deserves to be used in destroying it's nay sayers.
  15. Dagwood

    30km

    Listening to people say, "what would I even do with a means to communicate with players at long range?" is both humorous and sad. Half if the fun I had in the mod was centered around real/fake calls for assistance or challenges to combat at certain areas. I speculate that one reason the NE corner of the map is the only place frequented is because of how difficult it is too find players anywhere else. People turn to side chat and giving away their position when they get bored; a prolific feeling in dayZ
  16. Dagwood

    This just happened.

    The "lone" coast urchin
  17. Dagwood

    Get reporting on this Bug!

    Tis a nasty bug indeed. This is why weapons are easier to find than anything else. So we can suffer these bugs earlier on :)
  18. Dagwood

    things that make you rage quit

    Dying a second time immediately after the death of a long term character can put me over the top. Or a teammate's poor communication getting me killed. Any death in berezino is to be expected and should be taken with a grain of salt. Looking at you 90% of dayZ's community
  19. Dagwood

    should i play in experimental version ?

    Play stable and grab an M4 before they become hard to find. AKMs will be dominating the loot tables once this patch hits stable. Get some American steel before it's too late!!
  20. Dagwood

    plz do the new patch with this

    30 minutes from svet to berezino? You run 15mph and it's like 2 clicks away...
  21. Dagwood

    I guess they call that karma.

    Just loot all of the NE towns. Lots of loot and lots of action. No server hopping necessary, more practice traveling undetected, less time watching loading screens. This community blows my mind
  22. Dagwood

    I guess they call that karma.

    Is it more frustrating when you die after server hopping for gear or when you die after ground pounding to gear up?
  23. I see what you're saying honzo, but isn't that only one side of the same coin? Weapons could also spawn missing crucial parts as well? Or badly damaged/ruined parts? Imagine having to choose between a worn, vanilla M4 vs a damaged/badly damaged m4 with all of the goodies on it. I think forcing players to make tough decisions while looting is good gameplay.
  24. Umm.... I was just mentioning that more guns will hopefully be added to the game so that the M4 isn't the only modular weapon to customize. You didn't even read my most you just posted the same "you're not allowed to mention that the game is in alpha rawr omfg" comment. But I do agree that the attachment system, as it is currently implemented, makes switching between attachments far too easy. Requiring a rare, specialized toolkit for changing parts on firearms would be a nice change IMO
  25. It's alpha. I'm sure there will be plenty of variety once the game releases. On another note, I think it would be interesting for M4s to spawn with random attachments instead of always being the stock weapon. That would give some variety in what you pick up. The same could apply to the Mosin, sks, and akm as well.
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